#version 330 core
layout (location = 0) in vec2 position;
uniform mat4 modelMatrix;
uniform vec4 color;
out highp vec4 outColor;
uniform mat4 cameraMatrix;

void main()
{
   gl_Position = cameraMatrix * modelMatrix * vec4(position.x, position.y, 0, 1.0);
   outColor = color;
}